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Author: JTS
Introduction:
A mission in operation flashpoint style Description:
Kolgujev. October 1, 2020. This military island, owned by United States, was abandoned for many years. But recently there was found a large activity of Russian army. The US considered it as a threat and sent two officers to the Russian headquarters in Kolgujev to assess the situation. But instead of peaceful negotiations, they captured them. October 20, the United States established a base on the coast of Kolgujev. On October 25, the US sent a squad to an operation to rescue two officers Features:
- Start scene
- OFP style mission
- 2 localizations: English & russian
- Revive (APEX Edition)
- Respawn with respawn screen (Selectable locations)
- JIP (Join in progress) compatible
- Music from OFP
- Conversation script (APEX Edition) Notes:
- Read briefing carefully Credits & thanks:
Mission was tested by: JTS (me), Urban
Screenshots:
Download (Steam workshop)
Download (Armaholic)

Hi all I have an issue with my textures once Buldozer launches. My layers.cfg is perfectly fine and to my knowledge my textures have been converted to PAA from TGA via TexView so I don' think they're the cause.
Any input or feedback on this issue would be great as I don't have a clue what could cause this.
I personally think its the Sampler section of my mapframe as seen below, can you guys tell me if these values are correct or incorrect please.
This is the issue I see in Buldozer so any help is appreciated.

Palms available in Arma are basically two kinds: phoenix palms available in Altis and a variant used in Malden, and various tropical palms available form CUP (used in Fallujah I think) and Tanoa better quality ones. In maps that that portray middle eastern regions terrain makers have opted exclusively AFAIK for the tropical kinds which for me it makes maps seem either south asian or african instead of middle eastern. The best alternative would be to make a new model which can be used to replace the ones in existing maps by script or used in new terrains. Meanwhile the phoenix palm seems the most viable choice:
I'l post some examples of using these phoenix palms in existing maps soon. I know it may be a silly discussion for many but since I stumbled on this issue twice already I think we can discuss it here instead of hijacking other people's topics. And maybe we'll get a proper date palm model in the game.

The Lowlands Warrior team has decided to start releasing Alpha stage mods in order to get more feedback on the content and maybe encourage more modders to join the team
History
Back in the early 2000's LLW started as a mod for the original Rainbow Six series, creating a large arsenal of NL Army/Marines weapons. Shortly afterwards they started creating content for Operations:Flashpoint (aka Arma: Cold War Assault) They released a large pack with terrains, vehicles, aircraft, weapons and units which what THE only dutch armed forces mod around at the time.
Current plan
The LLW team is not as big as in the old days. Many have stopped modding. Although, those who still have a bit of spare time dream about doing what was done before, this time in Arma 3. (Or 4?)
Whatever we are creating now will be released here in the following posts.
We hope every one will enjoy the mods, even while in early development stage.
Website: Going through an overhaul...

Hey!
I've been trying to make AI run out through a garage port into the street using a CUP building. The only problem is they don't actually open the door and instead use ghost technology to go straight through it.
The building in question is "Land_House_C_10_EP1" found in CUP Terrains Core.
I've tried using scripts that work for vanilla buildings with no success.
The door I want to open is number 10 in the edit terrain module supplied by BIS in ORANGE dlc (Right garage port if looking at the building from the front). It's worth mentioning that the module manages to open it with animations and all but my attempts to do so through script fail.
If anyone here has experience using CUP I'd appreciate some help.

Classic Chernarus Wasteland
Hi, everyone. I've been hearing for a while now that there is interest in a wasteland server on Chernarus. Due to that, I'm starting up a brand new wasteland server designed to reflect the old Arma 2 wasteland servers that we all know and love. To do this, I've ported the A3Wasteland mission to Chernarus using the CUP Terrains mod. Alongside the server, I'm starting a new gaming community, Armageddon Gaming. The server will be under this name.
The server runs what is essentially the default A3Wasteland mission, but with some slight modifications and additions, as well as obviously being on the Arma 2 Map.
Building and saving is also enabled, and will persist over every restart, so that players can build bases or store weapon caches around the map. Vehicles also persist over restart.
Connecting
To join, the only required mods are CUP Terrains - Core and CUP Terrains - Maps. The easiest way to connect is to install the mods using A3Launcher and then search for the server name found below. Alternatively, I've created a Steam Workshop collection with both mods included, which you can subscribe to here, and then connect directly through the in-game server browser.
Information
NAME: Armageddon Gaming | Classic Chernarus Wasteland | CUP Terrains
IP: 174.134.83.27
PORT: 2302
Status: arma3-servers.net
Community
Armageddon Gaming has a public Discord chat and encourage anyone who plays on the server to join. Feel free to stop by! Join

Hi! I making a terrain and I want to make it the way that every user who own just only the basic Arma 3 game will be able to use my terrain. After the one of the recent game updates those users can use custom terrains containing Apex objects. But they still can't use terrains containing other not-free DLC's objects?
As I understand things stand like this: users with just a basic game can use community made terrains containing DLC's objects from: Apex, Malden. And they can't if the terrain contains objects from Karts, Helicopters, Marksmen, Jets or Laws Of War. Am I right?
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Also for those who struggling with making their own placeholders or using Mikero's dummies of Apex objects in Terrain Builder: the next game update will contain decrypted Apex objects finally:
Now I want Lows Of War objects decrypted